Game system, server and game processing method

ABSTRACT

The invention provides a game system in which both a collection nature of a game using objects to be read and amusement of the game itself are realized. This game system includes a reading unit that reads character ID data peculiar to the characters, which are displayed by the objects to be read, from the objects to be read; a storing unit that stores the character ID data peculiar to the characters and character information of the characters associated with player ID data allocated to the players; and a character information updating unit that performs processing for updating character information of a character stored in the storing unit associated with one player ID data on the basis of character information of a character stored in the storing unit associated with another player ID data.

The present disclosure relates to subject matters contained in JapanesePatent Application No. 2004-235594 filed on Aug. 12, 2004, which areexpressly incorporated herein by reference in its entireties.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game system that makes it possible toexecute a game, in which plural players play a battle of charactersusing cards, action figures, or the like representing the characters, aserver that constitutes the game system, and a game processing methodtherefor.

2. Related Background Art

Conventionally, cards showing athletes, animation characters, and thelike (so-called trading cards, etc.) and action figures have beencollected by maniacs. However, recently, games played by using suchcards or action figures have been provided and supported by wide rangeof age groups. It can be said that such games gain popularity becausethe games have a bilateral character, that is, an element of collectionof cards, action figures, or the like, and amusement as games.

So-called amusement arcades and the like have introduced game systemsthat read data from cards, action figures, or the like having dataconcerning characters appearing in video games to advance the videogames. The game systems have gained wide popularity. As an example ofsuch game systems, Japanese Patent Laid-Open No. 2002-301264 discloses agame system that reads data from plural cards arranged on an arrangementpanel of a terminal to advance a video game such as a soccer game on thebasis of the data. In this game system, a player collects cardscorresponding to players in the game to form a team and plays the gamewith another team. Even if the player is skilled in the game, abilitiesof the players in the game corresponding to the cards never improve.However, the player can reinforce the team by collecting cardscorresponding to players in the game having higher abilities. Therefore,it is possible to arouse the player's desire for collection of cards.

In general, in a card game, ability values of characters are printed onsurfaces of cards together with figures or the like of the characters.Thus, even if a player is skilled in the game, the ability values of thecharacters never change.

However, if players play a game using terminals as in the game systemdisclosed in Japanese Patent Laid-Open No. 2002-301264, it is difficultto perform exchange or the like of cards that card collectors have beenperforming conventionally. Therefore, a collection nature of the game isspoiled.

The invention has been devised in view of the problems and it is anobject of the invention to provide a game system, in which both acollection nature of a game using objects to be read (e.g., cards oraction figures) and amusement of the game itself are realized, and aserver that constitutes the game system.

SUMMARY OF THE INVENTION In order to solve the problem, the inventionprovides a game system described below.

According to a first aspect of the invention, there is provided a gamesystem including plural terminals and a server connected through acommunication line, the game system executing a game that players playusing the terminals and using objects to be read representingcharacters. The game system includes: reading means (corresponding to areading unit) that reads character ID data peculiar to the charactersstored in ID data storing means (corresponding to an ID data storingunit) included in the objects to be read; storing means (correspondingto a storing unit) that stores the character ID data peculiar to thecharacters and character information of the characters associated withplayer ID data allocated to the players; and character informationupdating means (corresponding to a character information updating unit)that performs processing for updating character information of acharacter stored in the storing means associated with one player ID dataon basis of character information of a character stored in the storingmeans associated with another player ID data.

According to the first aspect of the invention, it is possible to updatecharacter information of a character (e.g., ability values of thecharacter or external constitution information concerning an externalconstitution of the character) stored in the storing means associatedwith one player ID data on the basis of character information of acharacter stored in the storing means associated with another player IDdata. Thus, for example, a player can replace ability values of acharacter operated by the player himself/herself with ability values ofa character operated by another player. It is possible to create anenvironment in which players can substantially exchange objects to beread (e.g., cards or action figures) in a game that the players playusing the terminals. Therefore, it is possible to improve a collectionnature of a game using objects to be read and realize both thecollection nature of the objects to be read and amusement of the gameitself.

Note that, in the invention, an object to be read representing acharacter means an object to be read having a picture, a decoration, ashape, or the like from which an appearance or a figure of the characteris visually recognizable. Specifically, the object to be readrepresenting a character is a card on which a picture of the characteris printed, a molded product obtained by carving the character like anaction figure or modeling after the character, or the like.

In the invention, examples of a game played by using objects to be readrepresenting characters include a game in which a battle of one orplural characters is played and a game in which one or plural charactersattain an object in the game set in advance.

In the invention, for example, when plural players play a game such as abattle of characters using objects to be read representing characters,respectively, all pieces of character information of the charactersrepresented by the objects to be read used by the plural players,respectively, may be updated according to a result of the game, a stateof the game, or the like. Alternatively, a part of character informationof the characters represented by the objects to be read used by theplural players, respectively, may be updated. When the players play thebattle of characters, character information of a character representedby an object to be read used by one player may be updated according towin or loss of the battle.

According to a second aspect of the invention, the game system accordingto the first aspect of the invention includes win or loss determiningmeans (corresponding to win or loss determining unit) that determines,on the basis of the character information of the character stored in thestoring means associated with the one player ID data and the characterinformation of the character stored in the storing means associated withanother player ID data, win or loss of a battle of the characters. Inthe game system, the character information updating means performsprocessing for updating the character information of the characterstored in the storing means associated with one player ID data on thebasis of the character information of the character stored in thestoring means associated with another player ID data according to thewin or loss of the battle of the characters determined by the win orloss determining means.

According to the second aspect of the invention, when a battle ofcharacters is played, character information of one character (e.g.,ability values of the character or external constitution information ofthe character) is updated on the basis of character information ofanother character according to win or loss of the battle. Thus, forexample, it is possible to replace character information of winner withcharacter information of a loser. In this way, in a game that playersplay using terminals, it is possible to create an environment in whichan object to be read can be substantially transferred from a loser towinner of a battle. This makes it possible to provide a highly amusinggame in which a collection nature of objects to be read and contents ofthe game are associated.

In the game system according to the second aspect of the invention, itis desirable that the game system includes update determining means(corresponding to an update determining unit) that compares, when win orloss is determined by the win or loss determining means, compares thecharacter information of the character stored in the storing meansassociated with the one player ID data and the character information ofthe character stored in the storing means associated with another playerID data and determines whether the character information of thecharacter stored in the storing means associated with the one player IDdata should be updated on the basis of a result of the comparison. It isalso desirable that the character information updating means performs,when it is determined by the update determining means to update thecharacter information, processing for updating the character informationof the character stored in the storing means associated with the oneplayer ID data on the basis of the character information of thecharacter stored in the storing means associated with another player IDdata.

In this case, when a battle of characters is played, the updatedetermining means compares character information of one character andcharacter information of another character (e.g., ability values of thecharacters or external constitution information of the characters) anddetermines whether the character information of the one character shouldbe updated on the basis of a result of the comparison. Thus, forexample, when a character with low ability values defeats a characterwith high ability values, it is possible to replace ability values ofthe character with low ability values with ability values of thecharacter with high ability values. This makes it possible to associatea collection nature of objects to be read and contents of the game moreclosely.

When the constitution described above is adopted, it is desirable thatthe game system includes judging means (corresponding to a judging unit)that judges, when it is determined by the win or loss determining meansthat the character associated with the one player ID data has won thegame, whether character ID data identical with the character ID data ofthe character is present in one or plural character ID data stored inthe storing means associated with another player ID data. It is alsodesirable that the update determining means compares, when it is judgedby the judging means that an identical character ID data is present, thecharacter information of the character stored in the storing meansassociated with the one player ID data and the character information ofthe character stored in the storing means associated with another playerID data and determines whether the character information of thecharacter stored in the storing means associated with the one player IDdata should be updated on the basis of determination of the comparison.

In this case, character information is updated when a player having losta battle has an object to be read representing the same character as acharacter having won the battle. Thus, in a game that players play usingterminals, it is possible to create an environment in which the playerscan substantially exchange objects to be read representing the samecharacter.

According to a third aspect of the invention, there is provided a serverthat constitutes a game system in which plural terminals and the serverare connected through a communication line, and the game system executesa game that players play using the terminals and using objects to beread representing characters. The server includes: storing means thatreceives, from the terminals that read character ID data peculiar to thecharacters stored in ID data storing means included in the objects to beread, the character ID data and stores the received character ID datapeculiar to the characters and character information of the charactersassociated with player ID data allocated to the players; and characterinformation updating means that performs processing for updatingcharacter information of a character stored in the storing meansassociated with one player ID data on the basis of character informationof a character stored in the storing means associated with anotherplayer ID data.

According to a third aspect of the invention, it is possible to updatecharacter information of a character (e.g., ability values of thecharacter or external constitution information concerning an externalconstitution of the character) stored in the storing means associatedwith one player ID data on the basis of character information of acharacter stored in the storing means associated with another player IDdata. Thus, for example, a player can replace ability values of acharacter operated by the player himself/herself with ability values ofa character operated by another player. It is possible to create anenvironment in which players can substantially exchange objects to beread (e.g., cards or action figures) in a game that the players playusing the terminals. Therefore, it is possible to improve a collectionnature of a game using objects to be read and realize both thecollection nature of the objects to be read and amusement of the gameitself.

Any of the first to third aspects of the invention can be realized as agame processing method.

According to the invention, it is possible to realize both a collectionnature of a game using objects to be read (e.g., cards or actionfigures) and amusement of the game itself.

Additional objects and advantages of the invention will be set forth inthe description which follows, and in part will be obvious from thedescription, or may be learned by practice of the invention. The objectsand advantages of the invention may be realized and obtained by means ofthe instrumentalities and combination particularly pointed outhereinafter.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a diagram showing of a game system according to the invention;

FIG. 2 is a block diagram showing a hardware configuration of a centerserver;

FIG. 3 is a block diagram showing a hardware configuration of a outletserver;

FIG. 4 is a perspective view showing external appearances of eightterminals and a card vending machine installed in one outlet;

FIG. 5 is a perspective view showing an external appearance of aterminal;

FIG. 6 is a disassembled front view schematically showing an actionfigure;

FIG. 7 is a block diagram showing a hardware configuration of theterminal;

FIG. 8 is a flowchart of a flow of processing until start of a game inthe terminal and the center server;

FIG. 9 is a diagram showing an example of a character information table;

FIG. 10 is a flowchart of an example of game processing executed in theterminal;

FIG. 11 is a diagram showing another example of the characterinformation table;

FIG. 12 is a flowchart of another example of the game processingexecuted in the terminal;

FIG. 13 is a diagram showing an example of a character informationconversion table; and

FIG. 14 is a diagram showing another example of the characterinformation table.

The accompanying drawings, which are incorporated in and constituteapart of the specification, illustrate embodiments of the invention, andtogether with the general description given above and the detaileddescription of the embodiments given below, serve to explain theprinciples of the invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

FIG. 1 is a diagram of a game system according to the invention. Thegame system includes plural terminals 1, outlet servers 2 connected tothe plural terminals 1 through private lines 5 so as to be capable ofcommunicating with one another, and a center server 3 connected to theplural outlet servers 2 through communication lines 4 so as to becapable of communicating with one another. Moreover, the game systemfurther includes card vending machines 6 connected to the outlet servers2 through the private lines 5, respectively. Note that, in a outlet B,the outlet server 2 for a game A and the outlet server 2 for a game Bare installed.

FIG. 2 is a diagram of the center server 3. The center server 3 includesa database server 9 and plural game servers 8. The database server 9includes a Central Processing Unit (CPU) 901 serving as an arithmeticprocessing unit, a Hard Disk (HD) 902 serving as a main storage, and aRandom Access Memory (RAM) 903 serving as an auxiliary storage. Thedatabase server 9 performs data management for each of ID data given toplayers, authentication of the players at the time of start of a game,and processing for transmitting game data.

Specifically, as the data management, for example, the database server 9performs management (storage, setting, update, etc.) for ID data givento each of the players, passwords used at the time of authentication ofthe players, types of games played by the players, game data, and thelike. The game data includes, for example, character information anddata concerning a state of progression of a game. These data are storedin the HD 902 of the database server 9.

In the explanation of this embodiment, the character information isability values of a character. However, in the invention, the characterinformation is not specifically limited. For example, the characterinformation may be, for example, external constitution informationconcerning an external constitution of the character. The characterinformation is associated with character ID data peculiar to charactersand stored in the HD 902 of the database server 9 for each of player IDdata allocated to players (see FIG. 9).

As the authentication of players at the time of start of a game, forexample, the database server 9 authenticates the players using player IDdata, which ID card readers (not shown) included in the terminals 1read, and passwords, which the players input by operating the terminals1, and permits the players to participate in a game. In the explanationof this embodiment, authentication of the players is performed usingboth the ID data and the passwords. However, in the invention, forexample, authentication of the players may be performed using only theplayer ID data read from the ID cards. Alternatively, authentication ofthe players may be performed using the passwords, which the playersinput by operating the terminals 1, without using the ID cards.

As the processing for transmitting game data, for example, the databaseserver 9 transmits, on the basis of player ID data and character ID datathat IC chip readers (not shown) included in the terminals 1 read fromaction figures, character information or the like corresponding tocharacters with the character ID data to the terminals 1 out of the gamedata. However, when the players play a game for second or subsequenttime, even if the action figures are used, it is possible to determine agame on the bass of the player ID data, input of passwords by operationof the players, and a type of a game. In addition, when the actionfigures are not used, it is possible to set predetermined limitations.

The game servers 8 are set associated with each game that can beexecuted in the game system according to this embodiment. Note that oneof these plural game servers 8 (the game server 8 for a game A) is agame server corresponding to a game in accordance with this embodiment.The game server 8 includes a CPU 801 serving as an arithmetic processingunit, an HD 802 serving as a main storage, and a RAM 803 serving as anauxiliary storage. The game server 8 performs processing for matchingamong the terminals 1 installed in different outlets and traffic controlfor transmission and reception of data after the matching.

Specifically, as the processing for matching among the terminals 1, whena certain player operates the terminal 1 and participates in a game, thegame server 8 judges whether an other player is participating in thegame. When it is judged that another player is participating in thegame, the game server 8 performs matching of the terminal 1 operated bythe certain player and the terminal 1 operated by another player. On theother hand, when it is judged that another player is not participatingin the game, the game server 8 sets a CPU player. In setting a CPUplayer, the game server 8 may set the outlet server 2 as the CPU playeror may set the center server 3 (e.g., the game server 8) as the CPUplayer.

As the traffic control for transmission and reception of data after thematching, the game server 8 performs traffic control for transmissionand reception of data between the terminal 1 subjected to matching bythe matching processing. For example, the game server 8 transmits data,which is received from the terminal 1 connected to the outlet server(for the game A) 2 in the outlet A, to the terminal 1 connected to theoutlet server (for the game A) 2 in the outlet B. In this way, theoutlet servers 2 according to this embodiment directly receive only datafrom the center server 3 and never transmit and receive data directlybetween the outlet servers 2.

As shown in FIG. 1, the outlet servers 2 are connected to the centerserver 3 through routers 7. The routers 7 have predetermined routingtables. In the case in which plural outlet servers 2 are installed in anidentical outlet as in the outlet B shown in the figure, when the router7 receives game data or the like from the center server 3, the router 7refers to the routing table and transmits the game data to the outletserver 2 that is connected to the terminals 1, to which the game data istransmitted, through the private lines 5. In the case in which data istransmitted and received among the terminals 1 connected to the pluraloutlet servers 2 installed in the identical outlet, when the router 7receives game data or the like from the terminals through the outletservers 2, the router 7 refers to the routing table and transmits thegame data to the outlet servers 2 connected to the terminals 1, to whichthe game data is transmitted, through the private lines 5.

The center server 3, the game server 8, and/or outlet server 2 canfunction as at least one of reading means, storing means, characterinformation updating means, win or loss determining means, updatedetermining means, and judging means.

FIG. 3 is a diagram of the outlet server 2. The outlet server 2 includesa CPU 201 serving as an arithmetic processing unit, an HD 202 serving asa main storage, and a RAM 203 serving as an auxiliary storage. Theoutlet server 2 is connected to the plural terminals 1 by an interfacecircuit group 205 through the private lines 5. The outlet server 2 isconnected to the center server 3 by an interface circuit forcommunication 204 through the communication line 4. The outlet server 2performs traffic control for transmission and reception of data betweenthe center server 3 and the terminals 1 or among the terminals 1connected to the plural outlet servers 2 installed in an identicaloutlet, respectively, and download of an application to the terminals 1.

Specifically, as the traffic control, the outlet server 2 performstraffic control for transmission and reception of game data or the likebetween the center server 3 and the terminals 1. However, when theterminals 1, to which the game data or the like is transmitted, areconnected to the same outlet server 2 or connected to another outletserver 2 installed in the identical outlet, the outlet server 2transmits the game data or the like to the terminals 1 withouttransmitting the game data or the like to the center server 3.

As the down load of an application, at timing when a request signal forrequesting download from the center server 3 is received from theterminal 1, the outlet server 2 downloads an application to the terminal1. The application includes various data (e.g., image data) and programsrelated to contents of a game and a program for a board for allocatinggame functions to input means (e.g., a touch panel and plural inputswitches; not shown) provided in the terminals. The application isstored in the HD 202 of the outlet server 2. The download of anapplication is not limited to download from the outlet server 2 and anapplication may be download from the center server 3 (e.g., the gameserver 8).

The terminal 1 is connected to the outlet server 2 through the privateline 5. The terminal 1 performs download of an application andprogression of a game. Specifically, as the download of an application,when a power supply is turned on, the terminal 1 transmits a requestsignal for requesting download of the application to the outlet server 2and performs download of the application. The downloaded application isstored in a temporarily storable area such as a RAM in the terminal 1.As the progression of a game, the terminal 1 advances the game using thedownloaded application. The terminal 1 advances the game as describedbelow. The terminal 1 receive data for each of ID data given to playersby the database server 9 at the time of start of the game. Duringprogression of the game, data of the terminal 1 and the other terminals1 in the identical game is transmitted and received through the outletserver 2 and the center server 3. However, when the other terminals 1are connected to the outlet server 2 or connected to another outletserver 2 installed in the identical outlet, the terminal 1 transmitsgame data or the like to the terminals 1 without transmitting the gamedata or the like to the center server 3. When the game ends, theterminal 1 transmits game data updated during the game or a game resultitself to the database server 9. Note that the progression of the gamedoes not always have to be performed by the terminal 1 and may beperformed by the outlet server 2.

The card vending machine 6 is capable of communicating with the centerserver 3 through the outlet server 2. The card vending machine 6 acceptsoperation for inputting personal information performed by a player andsells an ID card storing ID data. The ID card is used in starting agame. The ID data is read from the ID card by an ID card reader includedin the terminal 1.

FIG. 4 is a perspective view showing external appearances of eightterminals and a card vending machine installed in one outlet. FIG. 5 isa perspective view showing an external appearance of a terminal. Notethat, in the following explanation, an arcade game apparatus includingtwo displays (a first display 11 and a second display 12) is explainedas an example of the terminal. However, the invention is not limited tothis example. It is possible to apply the invention to a video gameapparatus for home use constituted by connecting a video game apparatusto a television for home use, a personal computer that functions as avideo game apparatus by executing a video game program, and the like inthe same manner.

In this embodiment, a game performed by using the terminals 1 is a RealTime Strategy game (RTS) using action figures. A player operating theterminal 1 and players operating the other terminals 1 or CPU playersarrange characters on a play field present in a virtual game space andoperate the characters to play a battle. The action figures representcharacters and store character ID data peculiar to the characters. Theaction figures are sold by, for example, the card vending machine 6.

As shown in FIG. 5, the terminal 1 includes a cabinet 10, the firstdisplay 11 provided on a front surface of the cabinet 10 to slant at apredetermined angle, and the second display 12 provided above the firstdisplay 11. An image showing a play field, on which ally charactersoperated by a player and enemy characters operated by another player arearranged, is displayed on the first display 11. An image showing abattle of the ally characters and the enemy characters is displayed onthe second display 12 when the battle of the ally characters and theenemy characters is played on the play field.

In the explanation of this embodiment, the terminal 1 includes the firstdisplay 11 and the second display 12. However, in the invention, thenumber of displays included in a terminal is not specifically limited.For example, the number may be one or may be three or more.

A touch panel 14 is set in front of the first display 11. The touchpanel 14 is capable of detecting a touch by the players. When the touchpanel 14 detects the touch, the touch panel 14 outputs a detectionsignal indicating a touch position to an operation input unit 114 (notshown) described later. The players are capable of touching the touchpanel 14 to input various instructions. Speakers 13 outputting soundsare provided on both left and right sides of the second display 12.

A coin insertion slot 15, in which a coin is inputted, and an ID cardinsertion slot 16, in which an ID card is inserted, are provided belowthe first display 11. The coin inputted in the coin insertion slot 15 isdetected by a coin sensor 115 (not shown). A player ID data is read fromthe ID card, which is inserted in the ID card insertion slot 16, by anID card reader 116 (not shown).

An control board 18 projecting forward is provided in the cabinet 10. Anauthentication machine 20, on which an action figure can be placed, isprovided on an upper surface of the control board 18. In the figure,only one authentication machine 20 is shown. However, pluralauthentication machines 20 may be provided. A recessed area 21 isprovided in an upper part of the authentication machine 20. The actionfigure can be fit in the recessed area 21. In other words, the recessedarea 21 has a shape in which a pedestal section of the action figure isfit without a gap and has a structure in which ⅔ or more of the pedestalsection of the action figure is fit. A stopper 22 for fixing the actionfigure is provided in the recessed area 21 to prevent the action figurefrom coming off, toppling, or deviating from a right position. Aremoving switch 23 for removing the action figure from the recessed area21 is provided in the authentication machine 20. An IC chip reader 25(not shown) is provided inside the authentication machine 20. The ICchip reader 25 is capable of reading data of an IC chip incorporated inthe action figure. An LED 24 is also provided in the authenticationmachine 20. The LED 24 blinks when the IC chip reader 25 reads data(e.g., character ID data) of the action figure.

An operation switch 118 including a direction lever, plural buttons, andthe like is provided on an upper surface of the control board 18. Theplayers can operate the operation switch 118 to input predeterminedinstructions.

FIG. 6 is a disassembled front view schematically showing an example ofan action figure. An action FIG. 30 includes a pedestal section 39 andan action figure body section 40. The pedestal section 39 is formed in acolumnar shape and includes an upper lid 33, an IC chip 34, and a lowerlid 35. The IC chip 34 is equivalent to the ID data storing means in theinvention. The IC chip 34 is sandwiched by the upper lid 33 and thelower lid 35 such that the IC chip 34 cannot be removed. Identificationinformation and the like of a character indicated by the action figurebody section 40 are stored in the IC chip 34. A projection 37 isprovided on the upper lid 33. A diameter of the lower lid 35 is set tobe slightly larger than a diameter of the upper lid 33 such that theaction FIG. 30 is fixed by the stopper 22 of the authentication machine20.

The action figure body section 40 includes an action figure body 31 andan action figure body base section 32. A recess 36 is provided in theaction figure body base section 32. The recess 36 and the projection 37are provided to prevent positional deviation from occurring when thepedestal section 39 and the action figure body section 40 are bonded.

In the explanation of this embodiment, an object to be read is an actionfigure incorporating an IC chip. However, an object to be read in theinvention is not limited to this example and may be any object as longas the object is an object that physically exists, that is, a tangibleobject. Examples of the object to be read include a card, on a surfaceof which a pattern indicating character ID data is printed with aspecial paint absorbing or reflecting invisible light (an infrared ray,etc.), and a card incorporating an IC chip. When the card, on a surfaceof which a pattern indicating character ID data is printed with aspecial paint absorbing or reflecting invisible light, is used as theobject to be read, a light source emitting invisible light and an imagesensor receiving the invisible light are set in the terminal 1. Theinvisible light emitted from the light source is absorbed or reflectedon the surface according to the pattern indicating the character IDdata, which is printed on the surface of the card with the specialpaint, and received by the image sensor. As a result, the character IDdata printed on the surface of the card is read. In this case, the imagesensor functions as reading means. In this invention, the ID datastoring means included in the object to be read refers to means thatstores data peculiar to a character represented by the object to beread. Examples of the ID data storing means include an IC chip, aone-dimensional code (a so-called bar code), and a two-dimensional code.

FIG. 7 is a block diagram showing a hardware configuration of theterminal 1. A control unit 100 controls operations of the entireterminal 1 and includes a CPU 101, a ROM 102, and a RAM 103.

The ROM 102 stores various programs and data for realizing functions ofthe terminal 1. The ROM 103 stores an application downloaded from theoutlet server 2, data being processed, and the like. The CPU 101executes the application stored in the RAM 13 to advance a game.

An interface circuit for communication 104 is a circuit for transmittingand receiving programs and data to and from the outlet server 2 via theprivate line 5. A first rendering processing unit 111 causes the firstdisplay 11 to display a game image including a play field image. Thefirst rendering processing unit 111 includes a Video Date Processor(VDP) and a video RAM. The first rendering processing unit 111 extractsimage data stored in the RAM 103 and stores various image data in thevideo RAM in accordance with a priority of display on the first display11 to thereby generate game images and output the game images to thefirst display 11. As a result, an image representing a play field, inwhich ally characters and enemy characters are arranged, is displayed onthe first display 11.

A second rendering processing unit 112 causes the second display 12 todisplay a battle image representing a battle of the ally characters andthe enemy characters. The second rendering processing unit 112 includesa Video Date Processor (VDP) and a video RAM. The second renderingprocessing unit 112 performs calculation for converting image data(e.g., an object) stored in the RAM 103 from a position on athree-dimensional space to a position on a pseudo three-dimensionalspace, light source calculation processing, and the like. In addition,the second rendering processing unit 112 performs processing for writingimage data, which should be rendered, in the video RAM (e.g., mapping oftexture data to an area of the video RAM designated by a polygon) on thebasis of a result of the calculation to thereby generate a battle imageand outputs the battle image to the second display 12. As a result, thebattle image is displayed on the second display 12.

A sound generating unit 113 outputs a predetermined sound, backgroundmusic, or the like to the speakers 12. The touch panel 14 is arectangular thin layer body provided in front of the first display 11.The touch panel 14 is constituted by, for example, covering pressuresensitive materials, which consist of linear transparent materials,arranged at predetermined pitches vertically and horizontally,respectively, with a transparent cover. It is possible to use apublicly-known touch panel as the touch panel 14. The touch panel 14outputs a detection signal indicating a touch position to the operationinput unit 114 when the touch panel 14 is touched.

The operation input unit 114 is a microcomputer including a memory 114 aand a timer 114 b. The operation input unit 114 buffers the touchposition, which is indicated by the detection signal outputted from thetouch panel 14, in a predetermined area of the memory 114 a as data,judges contents of an instruction sequentially using the timer 114 b orthe like on the basis of the data, and supplies a result of the judgmentto the control unit 100 as an operation command. Since the detectionsignal is buffered in the memory 114 a of the operation input unit 114as data in this way, for example, even if instructions for pluralcharacter images are inputted by the touch panel 14 in an instance, theoperation input unit 114 can execute processing corresponding to theinstructions simultaneously or in parallel.

The coin sensor 115 transmits a predetermined signal to the control unit100 when the coin sensor 115 detects a coin inputted from the coininsertion slot 15. The ID card reader 116 reads player ID data from theID card 8 inserted in the ID card insertion slot 16 and supplies theplayer ID data to the control unit 100. The IC chip reader 25 of theauthentication machine 20 reads character ID data from the IC chip 34incorporated in the action FIG. 30 and supplies the character ID data tothe control unit 100. The IC chip reader 25 functions as reading meansthat reads character ID data from the action FIG. 30 serving as anobject to be read. The LED 24 of the authentication machine 20 blinkswhen authentication of the action FIG. 30 is performed by theauthentication machine 20. The operation switch 118 supplies apredetermined signal to the control unit 100 when the operation switch118 is operated by a player.

FIG. 8 is a flowchart of a flow of processing until start of a game inthe terminal 1 and the center server 3. First, the CPU 101 of theterminal 1 accepts input of a coin from the coin insertion slot 15 (stepS100). When the CPU 101 receives a predetermined signal, which isoutputted from the coin sensor 115 when the coin is detected, the CPU101 reads player ID data from the ID card 8 inserted in the ID cardinsertion slot 16 using the ID card reader 116 (step S101). The CPU 101accepts input of a password by operation of a player (step S102). TheCPU 101 transmits the read player ID data to the center server 3 throughthe private line 5 and the outlet server 2 using the interface circuitfor communication 104 together with the password inputted by theoperation of the player (step S103).

The CPU 901 included in the database server 9 of the center server 3judges whether the player ID data received from the terminal 1 ispresent in player ID data stored in the HD 902. When it is judged thatthe player ID data received from the terminal 1 is present, the CPU 901performs authentication by judging whether a password of the playerstored in the HD902 associated with the player ID data and the passwordreceived from the terminal 1 coincide with each other (step S301). TheCPU 901 of the database server 9 transmits a result of theauthentication to the terminal 1 as a response signal (step S302).

When the terminal 1 receives the response signal from the center server3 (the database server 9 in the center server 3), the CPU 101 of theterminal 1 accepts selection of a game mode (step S104). As theselection of a game mode, it is possible to perform selection of a playfield in which a game is played and selection of players (e.g.,selection concerning whether players, who play a game using theterminals 1 in the identical outlet, play a game and selectionconcerning whether a CPU player is allowed to participate in a game).

The CPU 101 reads character ID data from the action FIG. 30 set in theauthentication machine 20 using the IC chip reader 25 (step S105). Inthis case, the IC chip reader 25 functions as reading means that readscharacter ID data. The CPU 101 transmits entry data including the readcharacter ID data and the like to the center server 3 through the outletserver 2 (step S106).

On the other hand, the CPU 801 included in the game server 8 of thecenter server 3 receives the entry data from the terminal 1 and acceptsentry of the player (step S303). The CPU 801 included in the game server8 determines players who play a game in an identical play field (stepS305). When the number of human players is less than a predeterminednumber (e.g., four) or when it is selected in the selection of a gamemode that a game is played with a computer, the CPU 801 sets a CPUplayer.

The CPU 901 included in the database server 9 of the center server 3extracts character information stored in the HD902 on the basis of theplayer ID data and the character ID data received from the terminal 1(step S305). A character information table shown in FIG. 9 is stored inthe HD 902.

FIG. 9 is a diagram showing an example of a character information table.In the character information table, character information is stored foreach player ID data associated with character ID data. Specifically,character information corresponding to character ID data “C1”, “C2”, and“C3” is stored as character information corresponding to player ID data“P1”. Character information corresponding to character ID data “C4”,“C5”, and “C1” is stored as character information corresponding toplayer ID data “P2”.

In addition, as character information, ability values (a level, lifeforce, offensive power, defensive power, and a level of skill) of acharacter are stored. The level indicates strength of the character in agame stepwise. In an identical character, as a numerical value of thelevel is higher, the character has a higher level and stronger in thegame. The life force indicates remaining physical strength of thecharacter. When the character is attacked by an opponent character anddamaged, the life force decreases. When the life force decreases tozero, the character disappears from the play field and cannot be usedfor the game for a predetermined period. The offensive power is powerwith which the character can damage other characters. As a numericalvalue of the offensive power is higher, the character can give moredamages to the other characters. The defensive power is power with whichthe character defends itself against attacks from the other characters.As a numerical value of the defensive power is higher, the character canreduce damages by attacks from the other characters.

In step S305, the CPU 901 extracts, on the basis of the player ID dataand the character ID data received from the terminal 1, characterinformation corresponding to the player ID data and the character IDdata from the character information table stored in the HD 902. The CPU901 transmits the character information extracted in step S305 to theterminal 1 through the outlet server 2 (step S306). The CPU 101 of theterminal 1, which receives the character information from the databaseserver 9, stores the character information in the RAM 103 and starts agame using the character information (step S107).

When the processing described in FIG. 8 is executed and the game isstarted, game processing (see FIG. 10) described later is performed.When this game processing is performed, the terminal 1 performstransmission and reception of data such as character information to andfrom the other terminals 1 as interrupt processing at a predeterminedperiod. Temporal synchronization of the data such as characterinformation is controlled among the terminals 1. Therefore, duringprogression of the game, the same character information is stored in theRAMs 103 of the terminals 1 in which the game is played. The RAM 103included in the terminal 1 functions as storing means that storescharacter ID data and ability values (character information) of acharacter corresponding to the character ID data associated with playerID data.

FIG. 10 is a flowchart of an example of game processing executed in theterminal 1. First, the CPU 101 of the terminal 1 judges whether acondition for starting a battle of characters (hereinafter also referredto as battle starting condition) is satisfied (step S120). The battlestarting condition is not specifically limited. For example, as examplesof the battle starting conditions, an ally character comes into contactwith or comes close to an enemy character on a play field or aninstruction to cause an ally character to battle an enemy character isinputted by a player.

When it is judged in step S120 that the battle starting condition issatisfied, the CPU 101 reads out a program for a battle stored in theRAM 103 and executes the program. The CPU 101 performs arithmeticoperation processing on the basis of ability values of ally charactersand ability values of enemy characters stored in the RAM 103 anddetermines a process and a result of a battle (step S121). The result ofa battle is which character(s) to win the battle and ability values ofthe characters at the time of end of the battle. The process of a battleis a process until the result of a battle is obtained. Specifically, theprocess of a battle is behaviors of the characters at the time of thebattle (e.g., physical attack, use of magic, and defense) and resultsdue to the behaviors (e.g., damage values due to attack or magic). Instep S121, the CPU 101 of the terminal 1 functions as win or lossdetermining means that determines, on the basis of ability values(character information) of a character stored in the RAM 103 (storingmeans) associated with one player ID data and ability values (characterinformation) of a character stored in the RAM 103 (storing means)associated with another player ID data, win or loss of a battle of thecharacters. In the explanation of this embodiment, a battle ofcharacters is played according to arithmetic operation processing of acomputer. However, the invention is not limited to this example. Forexample, it is also possible that behaviors of characters are determinedon the basis of instructions inputted to the characters throughterminals by players and results due to the behaviors are determined byarithmetic operation processing of a computer to determine a process anda result of the battle.

The CPU 101 transmits a display command corresponding to the process andthe result of the battle determined in step S121 to the second renderingprocessing unit 112 (step S122). The second rendering processing unit112 performs calculation for converting objects (e.g., objectsconstituting the ally characters and objects constituting the enemycharacters) stored in the RAM 103 from positions on a three-dimensionalspace to positions on a pseudo three-dimensional space, light sourcecalculation processing, and the like. In addition, the second renderingprocessing unit 112 performs processing for writing image data, whichshould be rendered, in the video RAM (e.g., mapping of texture data toan area of the video RAM designated by a polygon) on the basis of aresult of the calculation to thereby generate a battle image and outputsthe battle image to the second display 12. As a result, the battle imageis displayed on the second display 12.

The CPU 101 performs processing for updating the ability values(character information) of the characters stored in the RAM 103according to the result of the battle determined in step S121 (stepS123). Specifically, the CPU 101 performs, for example, processing forreducing the life force according to damages given by opponentcharacters or adding the level of skill according to level values or thelike of the opponents.

The CPU 101 judges whether character ID data identical with character IDdata of a character, which has won the battle, is present in one orplural character ID data, which are stored in the RAM 103 of theterminal 1 associated with player ID data of opponent players, accordingto the result of the battle determined in step S121 (step S124). In stepS124, when it is determined that a character corresponding to one playerID data has won the battle, the CPU 101 of the terminal 1 functions asjudging means that judges whether character ID data identical withcharacter ID data of the character is present in one or plural characterID data stored in the RAM 103 (storing means) associated with player IDdata of the opponents.

To explain the above with reference to FIG. 9, for example, when thecharacter “C1” of the player “P1” and the character “C1” of the player“P2” fights a battle and the character “C1” of the player “P1” has won,the CPU 101 judges whether the character ID data “C1” of the character,which has won the battle” is present in plural character ID data storedin the RAM 103 of the terminal 1 associated with the player ID data“P2”. Note that, in this case, it is judged that the character ID dataof the character, which has won the battle, is present in the pluralcharacter ID data stored in the RAM 103 of the terminal 1 associatedwith the player ID data “P2”.

In this embodiment, it is judged whether the character ID data identicalwith the character ID data of the character, which has won the battle,is present in the plural character ID data stored in the RAM 103 of theterminal 1 associated with the player ID data of the opponent. However,the invention is not limited to this example. For example, it may bejudged whether character ID data of a character, which has won a battle,coincides with character ID data of a character that has lost thebattle. In addition, it may be judged whether any one of character IDdata, which are stored in the RAM 103 of the terminal 1 associated withplayer ID data of a player who has won a battle, is present in pluralcharacter ID data stored in the RAM 103 of the terminal 1 associatedwith player ID data of an opponent.

When it is judged in step S124 that the identical character ID data ispresent, the CPU 101 compares level values of the two characters thatfought the battle (step Sl25). As a result, the CPU 101 judges whether alevel value of the winner is lower (step S126). For example, referringto the character information table shown in FIG. 9, when a level valueof the character “C1” of the player “P1”, who is winner, and a levelvalue of the character “C1” of the player “P2”, who is an object ofcomparison, are compared, the level value of the winner is lower. Insteps S125 and S126, the CPU 101 of the terminal 1 functions as updatedetermining means that compares ability values (character information)of the character stored in the RAM 103 (storing means) associated withone player ID data and ability values (character information) of thecharacter stored in the RAM 103 (storing means) associated with theplayer ID data of the opponent and determines, on the basis of a resultof the comparison, whether the ability values (character information) ofthe character stored in the RAM 103 (storing means) associated with theone player ID should be updated.

When it is judges that the level value of the winner is lower, the CPU101 performs processing for overwriting ability values of the winnerstored in the RAM 103 with ability values of the loser stored in the RAM103 (step S127). For example, when the character “C1” of the player “P1”and the character “C1” of the player “P2” fights a battle and thecharacter “C1” of the player “P1” has won the battle, a level value ofthe character “C1” of the player “P1” is lower than a level value of thecharacter “C1” of the player “P2” (see steps S125 and S126). Thus, instep S127, the CPU 101 performs processing for overwriting abilityvalues of the character “C1” of the player “P1” with ability values ofthe character “C1” of the player “P2”. As a result, as shown in FIG. 11,the ability values of the character “C1” of the player “P1” are updated.In step S127, the CPU 101 functions as character information updatingmeans that updates character information stored in the RAM 103 (storingmeans) associated with one player ID data on the basis of characterinformation stored in the RAM 103 (storing means) associated withanother player ID data. In the explanation of this embodiment, characterinformation stored in the RAM 103 associated with one player ID data isoverwritten with character information stored in the RAM 103 associatedwith another player ID data, whereby the character information stored inthe RAM 103 associated with the one player ID data is updated. However,the invention is not limited to this example. In addition, as in thisembodiment, when character information consists of plural items,character information to be updated may be all or a part of the pluralitems.

When it is judged in step S120 that the battle starting condition is notsatisfied, when it is judged in step S124 that the identical characterID data is not present, when it is judged in step S126 that the levelvalue of the winner is not lower, or when the processing in step S127 isexecuted, the CPU 101 judges whether a game ending condition issatisfied (step S128). As an example of the game ending condition, lifeforce of all ally characters or all enemy characters is reduced to zero.

When it is judged in step S128 that the game ending condition is notsatisfied, the CPU 101 shifts the processing to step S120. On the otherhand, when it is judged in step S128 that the game ending condition issatisfied, the CPU 101 transmits the character information stored in theRAM 103 to the center server 3 (step S129) and ends this subroutine.Note that the character information transmitted to the center server 3in step S129 is stored in the HD 902 included in the database server 9of the center server 3 for each of player ID data associated withcharacter ID data.

As described above, according to the game system in this embodiment, itis possible to update ability values (character information) of acharacter stored in the RAM 103 (storing means) associated with oneplayer ID data on the basis of ability values (character information) ofa character stored in the RAM 103 (storing means) associated withanother player ID data. Thus, for example, a player can replace abilityvalues of a character operated by the player himself/herself withability values of a character operated by another player. It is possibleto create an environment in which players can substantially exchangeaction figures (objects to be read) in a game that the players playusing the terminals. Therefore, it is possible to improve a collectionnature of a game using objects to be read and realize both thecollection nature of the action figures and amusement of the gameitself.

According to the game system in this embodiment, when characters foughta battle, level values (character information) of both the charactersare compared and it is determined whether ability values (characterinformation) of the characters should be updated on the basis of aresult of the comparison. Thus, for example, when a character with a lowlevel value has defeated a character with a high level value, it ispossible to replace ability values of the character with a low levelvalue with ability values of the character with a high level value. Inthis way, in a game that players play using terminals 1, it is possibleto create an environment in which an action figure can be substantiallytransferred from a loser to winner of a battle. This makes it possibleto provide a highly amusing game in which a collection nature in a gameusing action figures and contents of the game are associated.

In the explanation of the embodiment described above, characterinformation corresponding to one character ID data is updated on thebasis of character information corresponding to character ID dataidentical with the character ID data. However, the invention is notlimited to this example. For example, character informationcorresponding to one character ID data may be updated on the basis ofcharacter information corresponding to character ID data different fromthe character ID data. In such a case, in terminals constituting thegame system of the invention, for example, processing described in FIG.12 only has to be performed instead of the processing described in FIG.10. FIG. 12 is a flowchart of another example of the game processingexecuted in the terminal 1.

First, the CPU 101 of the terminal 1 judges whether the battle startingcondition is satisfied (step S140). When it is judged that the battlestarting condition is satisfied, the CPU 101 performs win or lossdetermining processing for determining a process and a result of abattle (step S141). The CPU 101 causes the second rendering processingunit 112 to display a battle image on the second display 12 according tothe determined process and result of the battle (step S142).Subsequently, the CPU 101 performs processing for updating abilityvalues (character information) of characters stored in the RAM 103according to the result of the battle determined in step S141 (stepS143).

The CPU 101 compares a level value of a character of winner and a levelvalue of a character of a loser (step S144) and judges whether the levelvalue of the character of the winner is lower (step S145). When it isjudged in step S145 that the level value of the character of the winneris lower, the CPU 101 performs processing for updating ability values ofthe character of the winner on the basis of ability values of thecharacter of the loser with reference to a character ability valueconversion table stored in the RAM 103 in advance (step S146).

FIG. 13 is a diagram showing an example of the character ability valueconversion table. Character ID data of a character whose ability valuesare converted (a character of winner in this context) is stored in aleft column of the character ability value conversion table. On theother hand, character ID data of a character that is a basis ofconversion of ability values (a character of a loser in this context) isstored in an upper column of the character ability value conversiontable. Differences of ability values to be converted are stored in acentral part of the character ability conversion table associated withthe character ID data to be converted and the character ID data as thebasis of conversion.

For example, when a character “C1” of a player “P1” and a character “C4”of a player “P2” fights a battle and the character “C1” of the player“P1” has won, since a level value of the character “C1” of the player“P1” is lower (steps S144 and S145), the processing in step S146 isexecuted. In this case, referring to the character ability valueconversion table, since the character ID data to be converted is “C1”and the character ID data as the basis of conversion is “C4”, differenceof ability values is “−30”. Therefore, when ability values (characterinformation) of characters in the character information table (see FIG.9) stored in the RAM 103 are updated with reference to the characterability value conversion table, as shown in FIG. 14, values obtained bysubtracting 30 from ability values of the character “C4” of the player“P2” are ability values of the character “C1” of the player “P1”.

When it is judged in step S140 that the battle starting condition is notsatisfied, when it is judged in step S145 that the level value of thecharacter of the winner is not lower, or when the processing in stepS146 is executed, the CPU 101 judges whether the game ending conditionis satisfied (step S147). When it is judged that the game endingcondition is not satisfied, the CPU 101 shifts the processing to stepS140. On the other hand, when it is judged in step S147 that the gameending condition is satisfied, the CPU 101 transmits the characterinformation stored in the RAM 103 to the center server 3 (step S148) andends this subroutine. Note that the character information transmitted tothe center server 3 in step S148 is stored in the HD 902 included in thedatabase server 9 of the center server 3 for each player ID dataassociated with character ID data.

By performing the processing described in FIG. 12, it is possible tocreate an environment in which even action figures representingdifferent characters can be substantially exchanged and further improvea collection nature of action figures.

In the explanation of the embodiment described above, characterinformation is updated, when a battle of characters ends, according to aresult of the battle. However, the invention is not limited to thisexample. For example, it is also possible that an instruction toexchange action figures can be inputted at predetermined timing, forexample, during progression of a game or before start of the game, andcharacter information is updated when a player inputs the instructionthrough a terminal.

In the explanation of the embodiment described above, characterinformation of a character corresponding to one player ID data isupdated on the basis of character information of a charactercorresponding to another player ID data. However, in this case, it isdesirable to concurrently perform processing for updating the characterinformation of the character corresponding to another player ID data onthe basis of the character information of the character corresponding tothe one player ID data. This is because, since update of both pieces ofthe character information is performed mutually, it is possible to giveplayers more intense feeling of exchanging action figures and furtherimprove a collection nature of action figures.

The embodiment of the invention has been described. However, theembodiment simply describes a specific example and does not specificallylimit the invention. It is possible to design and change specificconstitutions of the respective means and the like as required. Theeffects described in the embodiment of the invention are onlyenumeration of most suitable effects derived from the invention. Effectsattained by the invention are not limited to those described in theembodiment of the invention.

Additional advantages and modifications will readily occur to thoseskilled in the art. Therefore, the invention in its broader aspects isnot limited to the specific details or representative embodiments shownand described herein. Accordingly, various modification may be madewithout departing from the spirit or scope of the general inventiveconcept as defined by the appended claims and their equivalents.

1. A game system including a server and at least one terminal connectedthrough a communication line, the game system executing a game thatplayers play using the terminals and using objects representingcharacters, the game system comprising: a reading unit that readscharacter ID data peculiar to the characters stored in ID data storingunits included in the objects to be read; a storing unit that stores thecharacter ID data peculiar to the characters and character informationof the characters associated with player ID data allocated to theplayers; and a character information updating unit that updatescharacter information of the character stored in the storing unitassociated with one player ID data on a basis of character informationof a character stored in the storing unit associated with another playerID data.
 2. The game system according to claim 1, further comprising anwin or loss determining unit that determines win or loss of a battlebetween a character of one player and a character of another player, onthe basis of the character information of the character stored in thestoring unit associated with one player ID data and the characterinformation of the character stored in the storing unit associated withthe another player ID data, wherein: the character information updatingunit updates the character information of the character stored in thestoring unit associated with the one player ID data on the basis of thecharacter information of the character stored in the storing unitassociated with the another player ID data according to the win or lossthe battle of the characters determined by the win or loss determiningunit.
 3. The game system according to claim 2, further comprising anupdate determining unit that compares, when win or loss is determined bythe win or loss determining unit, the character information of thecharacter stored in the storing unit associated with the one player IDdata and the character information of the character stored in thestoring unit associated with the another player ID data, to determinewhether the character information of the character stored in the storingunit associated with the one player ID data should be updated on thebasis of a result of the comparison.
 4. The game system according toclaim 3, further comprising a judging unit that judges, when it isdetermined by the win or loss determining unit that the characterassociated with the one player ID data has won the game, whethercharacter ID data identical with the character ID data of the characteris present in one or plural character ID data stored in the storing unitwhile associating with the another player ID data.
 5. A server for agame system including plural terminals and the server connected througha communication line, the game system executing a game that players playusing the terminals and using objects representing characters, theserver comprising: a storing unit that receives, from the terminals thatread character ID data peculiar to the characters stored in ID datastoring units included in the objects to be read, and stores thereceived character ID data peculiar to the characters and characterinformation of the characters associated with player ID data allocatedto the players; and a character information updating unit that updatescharacter information of the character stored in the storing unitassociated with one player ID data on a basis of character informationof a character stored in the storing unit associated with another playerID data.
 6. The server according to claim 5, further comprising an winor loss determining unit that determines win or loss of a battle betweena character of one player and a character of another player, on thebasis of the character information of the character stored in thestoring unit associated with one player ID data and the characterinformation of the character stored in the storing unit associated withthe another player ID data, wherein: the character information updatingunit updates the character information of the character stored in thestoring unit associated with the one player ID data on the basis of thecharacter information of the character stored in the storing unitassociated with the another player ID data according to the win or lossthe battle of the characters determined by the win or loss determiningunit.
 7. The server according to claim 6, further comprising an updatedetermining unit that compares, when win or loss is determined by thewin or loss determining unit, the character information of the characterstored in the storing unit associated with the one player ID data andthe character information of the character stored in the storing unitassociated with the another player ID data, to determine whether thecharacter information of the character stored in the storing unitassociated with the one player ID data should be updated on the basis ofa result of the comparison.
 8. The server according to claim 7, furthercomprising a judging unit that judges, when it is determined by the winor loss determining unit that the character associated with the oneplayer ID data has won the game, whether character ID data identicalwith the character ID data of the character is present in one or pluralcharacter ID data stored in the storing unit while associating with theanother player ID data.
 9. A game processing method for executing a gamethat players play using the terminals and using objects representingcharacters, the method comprising: a reading step of reading characterID data peculiar to the characters the character ID data being stored inID data storing units included in the objects to be read; a storing stepof storing the character ID data peculiar to the characters andcharacter information of the characters associated with player ID dataallocated to the players; and an updating step of updating characterinformation of a character stored associated with one player ID data ona basis of character information of a character stored associated withanother player ID data.
 10. The game processing method according toclaim 9, further comprising a determining step of determining win orloss of a battle between a character of one player and a character ofanother player, on the basis of the character information of thecharacter stored associated with one player ID data and the characterinformation of the character stored associated with the another playerID data, wherein: the updating step includes a step of updating thecharacter information of the character stored associated with the oneplayer ID data on the basis of the character information of thecharacter stored associated with the another player ID data according toa result of the battle of the characters determined by the determiningstep.
 11. The game processing method according to claim 10, furthercomprising a comparing step of comparing, when win or loss is determinedby the determining step, the character information of the characterstored associated with the one player ID data and the characterinformation of the character stored associated with the another playerID data, to determine whether the character information of the characterstored associated with the one player ID data should be updated on thebasis of a result of the comparison step.
 12. The game processing methodaccording to claim 11, further comprising a judging step of judging,when it is determined by the determining step that the characterassociated with the one player ID data has won the game, whethercharacter ID data identical with the character ID data of the characteris present in character ID data stored while associating with theanother player ID data.